Search found 1459 matches
- Thu Mar 31, 2016 11:24 am
- Forum: Ports
- Topic: LöveFTW - preview release
- Replies: 81
- Views: 204167
Re: LöveFTW - preview release
About UWP apps on Xbox One, you'd still need an ID@Xbox account and sign an NDA if you want to release games (non-game apps don't need that). So it's still not trivial to get your game out there... But it should be technically possible. LöveFTW for W10 UWP is nearly finished, but needs some final tw...
- Sun Mar 27, 2016 9:15 pm
- Forum: Support and Development
- Topic: Very huge delay to load streamed .mp3 files
- Replies: 11
- Views: 4503
Re: Very huge delay to load streamed .mp3 files
Now that I think some more about it, I'm not quite sure how streaming in Löve works. It could be that it reads and loads the sound files compressed into RAM, and then transform that into uncompressed, playable audio when you start playing. Compressed sound files can be quite small...
- Sun Mar 27, 2016 7:35 pm
- Forum: Ports
- Topic: LöveFTW - preview release
- Replies: 81
- Views: 204167
Re: LöveFTW - preview release
Just wondering, would you guys be interested in merging my changes into Löve's source code? There are very few changes, and it would be convenient to be able to use Löve's source code unchanged. Yeah definitely. Can you send us a pull request? I'm using git on github, so I'm not quite sure how to d...
- Sun Mar 27, 2016 9:03 am
- Forum: Ports
- Topic: LöveFTW - preview release
- Replies: 81
- Views: 204167
Re: LöveFTW - preview release
Nice! Just a heads up, the too-dark colors on the sprites is a bug in LÖVE that manifests when gamma correction is requested but not supported on OpenGL ES backends – I plan to fix it ASAP. EDIT: It should be fixed in the latest LÖVE source code on Bitbucket. Nice! LöveFTW is currently using the 0....
- Sat Mar 26, 2016 7:25 pm
- Forum: Support and Development
- Topic: Very huge delay to load streamed .mp3 files
- Replies: 11
- Views: 4503
Re: Very huge delay to load streamed .mp3 files
I just want to add that if you're really loading the songs for streaming, then preloading everything wouldn't cause memory usage to skyrocket much at all. It's essentially just pointers to the files, it doesn't store much audio data for the files until you start playing.
- Sat Mar 26, 2016 10:33 am
- Forum: Ports
- Topic: LöveFTW - preview release
- Replies: 81
- Views: 204167
Re: LöveFTW - preview release
Well, look at that!
- Thu Mar 24, 2016 7:59 am
- Forum: General
- Topic: How do I protect my game?
- Replies: 9
- Views: 5435
Re: How do I protect my game?
You can't, really. Not in a meaningful way. You can make the code harder to understand (by obfuscation or by byte-code compiling) but that doesn't really protect it in any meaningful way.D0NM wrote: How to protect .LUA files from plain reading / changing?
- Mon Mar 21, 2016 9:44 pm
- Forum: Support and Development
- Topic: request. IMAGE instead of USERDATA
- Replies: 10
- Views: 8153
Re: request. IMAGE instead of USERDATA
I take everything back. My badslime wrote:It already does that:
Code: Select all
love.graphics.draw("cat.png", 10, 10)
LÖVE wrote:Error: main.lua:1: bad argument #1 to 'draw' (Drawable expected, got string)
- Mon Mar 21, 2016 5:14 pm
- Forum: General
- Topic: GSoC 2016 Ideas
- Replies: 5
- Views: 3447
Re: GSoC 2016 Ideas
I'm currently working on porting Löve to the Windows 10 UWPSiENcE wrote: What about Windows UWP investigations?
- Mon Mar 21, 2016 8:17 am
- Forum: General
- Topic: Modules and scope
- Replies: 9
- Views: 5396
Re: Modules and scope
The one big benefit that I see with having a local require at the top of each file that uses something, is that for people reading only this file it will be more clear where things come from. If you're using globals, I'd strongly recommend to make it as easy as possible to find where these globals a...